🌍What this actually is
OMNIS turns the real world into a map. You create structures on real GPS coordinates, they grow there in real time (an hour for the cheap ones, days for the ambitious ones) and you walk back later to collect the reward. Anyone can harvest a mature structure, not just whoever created it, so "later" has a cost: leave it too long and someone else gets there first.
The loop, in full:
- Create: drop a structure on a real spot near you. Terrain matters; the wrong surface is a real penalty, not flavour text.
- Wait: it grows on a clock, from about an hour to a couple of days depending on tier.
- Harvest: get within 150 m of a mature structure, yours or anyone's, and collect XP and Essence.
- Boost: help someone else's structure along for Karma, and permanently raise what it pays out.
🌱Creating
Structures place via a crosshair you aim by panning the map: a dot marks the exact spot, a coloured circle shows the zone it'll exclude other structures from. Terrain under the crosshair is colour-coded: green helps, orange hurts, red blocks placement outright. Every structure costs one or more Actions from a regenerating pool (below), and higher tiers cost more.
Every structure occupies a zone nothing else can overlap, yours or anyone else's, and every structure is locked to the real-world terrain layer it's created on (Forest, Water, Mountain, Park, and others) for its entire lifetime. Tier 5 and above actually require specific terrain to place at all; finding the right spot is part of the challenge at the high end, not an afterthought.
⏱️Growing and ageing
Structures mature on a real-time clock: Tier 1 in about an hour, the high tiers in 12 to 48 hours. A daily creation streak speeds this up, up to +20% at 20 consecutive days, and only applies to structures created while the streak is active.
Leave a mature structure unharvested long enough and it starts ageing, visibly, to everyone, not just its owner, which makes it a tempting snipe target for a rival. Ageing eventually rolls a reward multiplier on harvest, anywhere from a modest bonus to 3.5x, but nobody, including the harvester, knows which they'll get until they pick it. It's a genuine gamble layered on top of the base game.
🌾Harvesting and boosting
Harvesting splits the reward: you keep 70% of the XP and Essence, and if it wasn't your structure, the original creator gets the other 30% automatically, even if they're nowhere nearby. Boosted structures pay out more on top of that split; each boost permanently raises the reward, and the card shows the exact bonus before you commit.
Boosting is the game's only source of Karma, a currency that gates the higher structure tiers and player levels; you can't boost your own structures, only other players', so Karma is, structurally, a reward for helping people you're also quietly competing with.
📈Levels, Rebirth, and the numbers underneath
Player level is spent up using XP, Essence, Karma, and a minimum streak, with no cap; it gates structure tiers, sets the level (and reward bonus) of everything you create, and increases how much your boosts are worth to other people. There's no shortcut around it; every level costs noticeably more than the last.
At level 8, with a Tier 6 structure unlocked, you can Rebirth: it wipes your progress back to a fresh start (XP, Essence, Karma, level, everything you've researched) but your created structures stay put, and you keep a permanent Legacy Perk plus a flat +5% to all future XP and Essence, forever, stacking with every rebirth after it. A title next to your name tracks how many times you've done this, from "Reborn" up to "Eternal" at your tenth. It is, deliberately, the game's longest-term goal.
Underneath all of it: XP and Essence from creating and harvesting, Karma from boosting, and a streak for showing up daily. Actions, your creation budget, regenerate at 1 per hour from a base pool of 5, expandable in the shop.
🛒The shop
Everything you spend those currencies on lives in one place: an Abilities research tree across four branches (Aggressive, Defensive, Boosting, Utility), new structure tiers to unlock, and player levels themselves. Above the free-currency shop sits a second economy, spent in Baudy Coins, a small reward currency shared across the author's other apps, earned by signing in with Google, hitting new structure tiers, and rebirthing.
Baudy Coins currently buy, roughly in order of how much they change the game:
- A Home: one permanent landmark per player, boosting your own nearby structures by 15% and letting you create or harvest remotely within its range.
- Dynamite: a one-time unlock letting you permanently delete a rival's structure at the cost of most of a day's Actions and no reward to you at all. Purely an act of spite, priced accordingly.
- Mythic Menagerie: Tier 8, six structures that each do something genuinely new instead of just paying more: one survives exactly three harvests, one is permanently unharvestable by rivals, one converts boosts into guaranteed maximum growth, and so on.
- Ember: permanent streak protection, forgiving missed days instead of resetting you to 1. It's a real, visible object on the map, which means a rival with Dynamite can find and destroy it.
🧭Finding your way around
Inside the game, the header holds Help, the live Echoes feed, your Actions counter, and the World Map; the footer holds the Shop and the button for creating. Outside the game, this site also has a standalone, no-login World Map of every structure cluster on Earth, a Player Stats page with the full leaderboard and activity history, and a Global Echoes feed of what everyone's doing, live. None of it requires an account.
What OMNIS actually collects and why is covered separately in the Privacy Policy.